#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion

namespace SimpleProject
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public static GraphicsDeviceManager g_Graphics;
        public static ContentManager g_Content;
        
        public static KeyboardState g_LastKeyboardState;

        // This is the object that will draw the sprites.
        public static SpriteBatch spriteBatch;

        MovingSprite HelloWorld;
        MovingFont[] FontArr;

        SpriteFont Anzeige;
        public static SpriteFont Anzeige2;
        String mRichtung;


        public Game1()
        {
            g_Content = new ContentManager(Services);

            g_Graphics = new GraphicsDeviceManager(this);

            Window.AllowUserResizing = true;
            
            HelloWorld = new MovingSprite(this);
            this.Components.Add(HelloWorld);

            FontArr = new MovingFont[5];
            FontArr[0] = new MovingFont(this, "Hallo Welt", new Vector2(630,152), 0.02f);
            FontArr[1] = new MovingFont(this, "Hola mundo", new Vector2(400, 50), 0.02f);
            FontArr[2] = new MovingFont(this, "Hello mundo", new Vector2(200, 522), -0.01f);
            FontArr[3] = new MovingFont(this, "Ciao mondo", new Vector2(630, 490), 0.01f);
            FontArr[4] = new MovingFont(this, "Bonjour mondeo", new Vector2(130, 222), -0.02f); 
            for(int i=0; i<FontArr.Length; i++)
                this.Components.Add(FontArr[i]);

            g_LastKeyboardState = new KeyboardState();
        }


        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }


        /// <summary>
        /// Load your graphics content.  If loadAllContent is true, you should
        /// load content from both ResourceManagementMode pools.  Otherwise, just
        /// load ResourceManagementMode.Manual content.
        /// </summary>
        /// <param name="loadAllContent">Which type of content to load.</param>
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            if (loadAllContent)
            {
                // TODO: Load any ResourceManagementMode.Automatic content
                spriteBatch = new SpriteBatch(g_Graphics.GraphicsDevice);
                Anzeige = g_Content.Load<SpriteFont>("Content/fonts/SimLLHP");
                Anzeige2 = g_Content.Load<SpriteFont>("Content/fonts/SmallSimLLHP");
            }

            // TODO: Load any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Unload your graphics content.  If unloadAllContent is true, you should
        /// unload content from both ResourceManagementMode pools.  Otherwise, just
        /// unload ResourceManagementMode.Manual content.  Manual content will get
        /// Disposed by the GraphicsDevice during a Reset.
        /// </summary>
        /// <param name="unloadAllContent">Which type of content to unload.</param>
        protected override void UnloadGraphicsContent(bool unloadAllContent)
        {
            if (unloadAllContent)
            {
                // TODO: Unload any ResourceManagementMode.Automatic content
                g_Content.Unload();
            }

            // TODO: Unload any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            // TODO: Add your update logic here
            mRichtung = "rotational speed: " + HelloWorld.Direction.ToString();

            base.Update(gameTime);
        }


        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            g_Graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
            Game1.spriteBatch.DrawString(Anzeige, mRichtung, new Vector2(g_Graphics.GraphicsDevice.Viewport.Width - Anzeige.MeasureString(mRichtung).Length() - 10, g_Graphics.GraphicsDevice.Viewport.Height - 30), Color.White);
            spriteBatch.End();
                 
            base.Draw(gameTime);
        }
    }
}
